Nock: Hidden Arrow
is a stealth archery dungeon crawl that eschews the resource-management elements you'd normally see in a dungeon crawl in favor of focusing on an immersive dungeon delving experience. The entire focus is on action and theme. I'm aiming to have minimal (ultimately no) UI, with all necessary information received through visual and audio cues, and physical feedback.
Core gameplay will consist of:
- Sneaking around to avoid detection.
- Luring monsters into more advantageous positions (eg alone) so you can happily murder them or slip past them unseen.
- Shooting stuff in the face. Or the back of the neck. I don't judge.
- More shooting stuff in the face.
- Avoiding traps.
- "Accidentally" setting off traps while monsters are in unfortunate positions.
- Throwing stuff.
- Not seeing that trap in time and getting to start over in a fresh new body.
- Solving classic dungeon puzzles.
Things that will not
be in the game:
- Melee combat. Well, the monsters will use melee. You won't though
- Money, gear upgrades, and phat lootz.
- Multiplayer. Though I may consider this for a sequel. Let's dream big.
I have all sorts of things I'd love to put in this game, but I'm focusing on a tight set of core elements I know I can produce, and that I believe will make for a fun game. Some stuff that's planned for further down the road (in no particular order, may or may not happen):
- Multiple arrow types. Things like stun, knockback, flaming, blinding, charming, time slow/stop, snare, manyshot, ricochet - who knows?
- Alternate game modes. Sometimes you don't want to sneak around. You just want to shoot stuff in the face.
- New types of interactions. I'm thinking climbing, flight, maybe swimming?
Obviously things are still super early. The stealth mechanics still need tuning. Hitboxes don't match models. Physics are a bit twitchy. AI is super basic. But the theme and feel matches what I'm aiming for, and hopefully from this you can get an idea where I'm hoping to go with it.